Shocker Posted April 29 Clone Share Posted April 29 (edited) Omar Baldul Human Sage Evocation Wizard AC: 11 (14 Mage Armor) | HP: 4/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Taking cover behind a building, that sounded like good advice "Will do Thordin" he called out before looking around from his current position he still could see the Goblin that kept on refusing to die. "Well once more with feeling. Pyrofuego!" he took careful aim and released another bolt of fire. His magic hit again, and again it seemed to have barely an effect on the Goblin. "What does it to take for that beast to finally die?" he sighed in frustration He then moved forward until he could rest his back against the wall of the house in front of him. Glad for the steadying influence. OOC Move 30 ft to aK18 Action: cast Firebolt at Goblin 3 for 1 To Whom It May Concern . . . Edited April 29 by Shocker (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt against Goblin 3 22 1d20+6 16 damage 1 1d10 1 Link to comment Share on other sites More sharing options...
Seardon Posted April 30 Clone Share Posted April 30 (edited) Ezra Dyn'Thalos Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none Shadow Step: 1/2, IC: “My words,” | ‘My thoughts,’| My actions . . . Ezra winced seeing Duala take a nasty shot to the side as she moved down. Seeing the half-orc take cover behind the building, Ezra moved herself behind the building across the way. The goblins that shot Duala came from the mill it seems. Though there were three still in range as Ezra used the corner of the house for cover. Seeing her the others also take cover, Ezra points at one of the goblins again for a third time. Oh blessed queen of death and winter weather, release thine foes from this life's tether. Once more the magic that should be radiating through the goblins head is simply ignored as if the creatures were to stupid to know they should be concerned for those bells. Perhaps the incessant ringing from the church is disrupting the pitch too much. Ezra wishes she had a crossbow at this point. It would be hard to ignore a bolt sticking out of your eye socket. TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Move Action: Move to AK 20 Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day. Edited April 30 by Seardon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls roll 17 1d20-1 18 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted May 1 Author Clone Share Posted May 1 (edited) Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 5, Concluded Goblin 3 rushes up to Thordin—unaware that the giant of a man is a polearm master—triggering his mastery. The goblin swiftly ducks under Thordin’s halberd, however, and attacks! It’s scimitar slices cleanly through Thordin’s thigh, where his chainmail doesn’t reach, dealing 7 slashing damage to him! After a javelin thrown by Yod sails just past goblin 4’s cheek, it narrows its eyes and aims a shot back at him! The arrow pierces Yod’s beefy throwing arm, dealing 8 piercing damage! Goblin 5 shoots at Thordin, dealing another 5 piercing damage before moving over behind another farmhouse and crouching to hide in some bushes (DC 19 to spot it). Goblin 6 fires at Throdin, but the arrow sails past his head. It then moves over towards the farmhouse, but can’t quite get far enough to try to hide. Unable to properly hide, when goblin 7 pops up to fire at Thordin, it does so with disadvantage! However, the winds shift and the arrow lodges itself right in Thordin’s throat! He’s down and bleeding out! Goblin 8 pops out and aims at the fallen form of Thordin! Because it’s attacking from a hidden position, it overcomes the disadvantage due to range and firing at a prone target. However, the same winds that shifted an arrow into Thordin’s throat also shifted goblin 8’s arrow off course, causing it to land a few feet from its intended target. Both goblins 7 & 8 drop back into a hiding position. Goblin 7 is somewhat hidden—DC 12 or a passive Perception score of 12 will spot it, but once again, goblin 8 is the expert skulker, disappearing perfectly into the shadows (DC 23 to spot it)! When Thordin goes down, goblin 3 steals Thordin’s halberd out of his unconscious hands as an interact-with-object and then retreats the rest of its movement to behind the building, crouching down in some grass (DC 14 to spot it). Round 6, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. To spot a creature that is hiding, you must first move into a position to see it, if you are not already in one. If your passive Perception score meets or beats the DC given, then you see it automatically and you can act as normal. However, if your passive Perception does not meet or beat the hiding creature’s Stealth DC, then you must take the Search action on your turn to spot it. As I said in the last post, anyone who spots a hiding creature automatically reveals that creature’s position to everyone, negating the advantage they had from hiding. Everyone Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 1 −12 10 −120% DEAD! Goblin 2 −3 9 −33% DEAD! Goblin 3 3 11 27% AC Currently 15, Hidden (DC 14 or passive Perception 14) Goblin 4 11 12 92% AC Currently 13 Goblin 5 7 7 100% AC Currently 13, Hidden (DC 19) Goblin 6 8 8 100% AC Currently 13 Goblin 7 10 10 100% AC Currently 13, Hidden (DC 12 or passive Perception 12) Goblin 8 12 12 100% AC Currently 13, Unseen, Hidden (DC 23) Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD. Edited May 1 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Thordin polearm master AoO vs Goblin 3 (AC 15); Slashing Damage; Crit 9; 9; 7 1d20+6;1d10+4;1d10 [3]; [3,5]; [3,5,7] Goblin 3 Scimitar attack vs Thordin (AC 16); Slashing Damage; Crit 20; 7; 2 1d20+4;1d6+2;1d6 [16]; [16,5]; [16,5,2] Goblin 4 Shortbow attack on Yod (AC 15); Piercing Damage; Crit 21; 8; 2 1d20+4;1d6+2;1d6 [17]; [17,6]; [17,6,2] Goblin 5 Shortbow attack on Thordin (AC 16); Piercing Damage; Crit 16; 5; 4 1d20+4;1d6+2;1d6 [12]; [12,3]; [12,3,4] Goblin 5 Dexterity (Stealth) check to Hide 19 1d20+6 13 Goblin 6 Shortbow attack on Thordin (AC 16); Piercing Damage; Crit 13; 5; 3 1d20+4;1d6+2;1d6 [9]; [9,3]; [9,3,3] Goblin 3 Dexterity (Stealth) check to Hide 14 1d20+6 8 Goblin 7 Shortbow attack on Thordin (AC 16—Disad); Piercing Damage; Crit 23; 8; 4 drop(2d20,highest,1)+4;1d6+2;1d6 [19,19]; [19,19,6]; [19,19,6,4] Goblin 8 Shortbow attack on Thordin (AC 16); Piercing Damage; Crit 8; 7; 3 1d20+4;1d6+2;1d6 [4]; [4,5]; [4,5,3] Goblin 7 Dexterity (Stealth) check to Hide 12 1d20+6 6 Goblin 8 Dexterity (Stealth) check to Hide 23 1d20+6 17 Goblin 3 Scimitar attack vs Thordin (AC 16) Disadvantage Roll 19 1d20+4 15 Goblin 5 Shortbow attack on Thordin (AC 16) Disadvantage Roll 20 1d20+4 16 Goblin 6 Shortbow attack on Thordin (AC 16) Disadvantage Roll 17 1d20+4 13 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted May 1 Clone Share Posted May 1 (edited) Garon Ammakyl Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 4/4 | LoHYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions Garon watches in horror as the giantling gets murdered in front him and has his weapon taken by the goblins as a souvenir, confirming in the worst way his strong apprehension fighting these ambushy archers. "Duala! Yod! Thordin is down!" He calls across the town hoping his new companions hear him. He looks with surprise and concern toward their follower of the Raven Queen, "Ezra! You got him?" When she confirms that she does, Garon breathes a sigh of relief and refocuses on the goblin out in the open. Spitting out another, "Fuego!" he sends a bolt of fire toward the little bugger. But again, his emotions get the better of his aim sending the firebolt above its head. And then, puts his armored shoulder against the wall for cover. OOC Right hand: Empty Left hand: Shield Use Object - Move Action Cast Firebolt if at Goblin 6 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . Edited May 2 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception (spot goblins) 14 1d20+1 13 Firebolt at Goblin 6 9 1d20+5 4 Link to comment Share on other sites More sharing options...
RedDingo Posted May 1 Clone Share Posted May 1 (edited) Thordin Galorspyd Human Giant Foundling Rune Knight Fighter IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin’s heart struggled to beat. There was still so much he had to do, dammit! OOC Movement: Interaction: Bonus Action: Action: Reaction: | AC: 16 or 18Chain Mail Armor Dependent on Partial Cover | HP: 0/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . @JubalBreakbottle Edited May 1 by RedDingo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Death Save 17 1d20 17 Link to comment Share on other sites More sharing options...
Seardon Posted May 2 Clone Share Posted May 2 Ezra Dyn'Thalos Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none Shadow Step: 1/2, IC: “My words,” | ‘My thoughts,’| My actions . . . TO WHOM It MAY CONCERN.... Ezra saw the flurry of Arrows hit the large man. The goblins really seemed to have his number, but it didn't help that he was pretty much walking into a fire lane with 4 attackers. Her options are limited at this moment and while he was foolish for not using the buildings for covers, she feels that the Raven Queen can forgive his reckless abandon. Hopefully he learns from this...if they all survive. Ezra moves out, shield kept between her and the goblin archers as she gets beside Thordin and invoke the magic of her goddess. "Blessed queen of death and frost, mend this soul from midnights toll. Tis not time for eternal sleep to take, I pray his soul you will not reap." Placing her free hand on Thordin allowing the divine magic to pass. The wounds begin pushing the arrows out of the giantkins wounds and sealing them. As he awakes, Ezra furiously yells at him as she returns to behind the building. "Get to cover you fool!" OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Cast Cure on Thordin Move Action: Move 15 feet From AK 20 to AK 23 to cast cure then move 15 feet back to reclaim cover by the house. Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 0/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day. Name xDiceName xDiceResult xDiceString xDiceRolls Cure Wounds on Thordin 12 1d8+4 8 Link to comment Share on other sites More sharing options...
RedDingo Posted May 2 Clone Share Posted May 2 (edited) Thordin Galorspyd Human Giant Foundling Rune Knight Fighter IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin rose with renewed vigor, he saw where Garon looked, seeing the goblin that stole his weapon. It wouldn’t keep it if he had anything to say about it. He drew his second hand axe and chucked it at the fleeing creature before withdrawing to the safety of cover! Regardless of his actions, looked over at Garon and Ezra, “You both have my…gratitude…I believe it’s called.” OOC Movement: getting up, moving to AK26 after action Interaction: Draw out a hand axe Bonus Action: Action: Attacking Goblin 3 with hand Axe, since garon looked in that direction and succeeded the perception check, I’m guess it isn’t hidden? Reaction: Attacking any enemy that approaches within 10’ | AC: 16 or 18Chain Mail Armor Dependent on Partial Cover | HP: 12/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . @Seardon @JubalBreakbottle Edited May 2 by RedDingo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Hand Axe attack at Goblin 3 21 1d20+6 15 Slashing 8 1d6+4 4 Link to comment Share on other sites More sharing options...
Peacemonger Posted May 2 Clone Share Posted May 2 Duala Half-Orc Gladiator Paladin HP: 7/14 | AC: 18 | HD: 0d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 2/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . Duala hears Garon call out that Thordin's fallen. She closes her eyes, whispering a quick prayer. More voices comes and she sees Ezra move towards their fallen comrade, and so she has to have faith in them, and she moves towards the other side of the building, trying to put herself in a position to either flank behind the remaining goblins not in the windmill, or support Yod if he needs it. I'm not strong enough. Not yet. She tries to brush off the self-doubts, second guessing each decision, each action, and instead put her mind to the present. OOC Movement & Action: Move and dash to AO34, hopefully using the building as full cover from Goblins 5-8 unless they move Action: - Bonus Action: - Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shocker Posted May 2 Clone Share Posted May 2 (edited) Omar Baldul Human Sage Evocation Wizard AC: 11 (14 Mage Armor) | HP: 4/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Omar is taking deep steadying breaths so much is happening so fast, Thordin going down Garon shouting that he is dead. Yet Ezra coming through, bringing the big Krigga back, actually killing the Goblin that had eluded him for so long. He moves past Garon. Looking straight at the on goblin he can see, points his Staff and shouts again "Pyrofuego". Not even waiting to see what is happening he hastens back into the cover of the building. He can't see the effect of his spell, but he can hear it, as the howling of the hit Goblin is long and ongoing, until it suddenly is replaced by entire silence. "So I can be effective if I get close enough" Omar thinks "That's for Thordin you foul creatures!" he yells. OOC Move move to ak21 cast firebolt then end at AK19 Action: cast fire bolt at Goblin 6 To Whom It May Concern . . . Edited May 2 by Shocker (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt against Goblin #6 24 1d20+6 18 Fire bolt damage 10 1d10 10 Link to comment Share on other sites More sharing options...
Shadeus Posted May 2 Clone Share Posted May 2 (edited) Yod Ironbeard Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 6/18 (1d12) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 13, Insight 13, Investigation 9 StrSaving Throw: +6 Athletics: +6: 19 (+4) | DexSaving Throw: +1 Acrobatics: +1 Stealth: +1 Sleight of Hand: +1: 13 (+1) | ConSaving Throw: +6: 18 (+4) | IntSaving Throw: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 9 (-1) | WisSaving Throw: +1 Animal Handling: +1 Insight: +3 Medicine: +1 Perception: +3 Survival: +3: 13 (+1) | ChaSaving Throw: +0 Deception: +0 Intimidate: +0 Performance: +0 Persuasion: +0: 11 (+0) RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.: 2/2 | Languages: You can speak, read, and write Common and Dwarvish Yod curses as the goblin shoots him in the arm. More than a little pissed, he mutters to himself, "Clangeddin, I'm gonna a little help here. Bless me as I smack the crap outta this here gobo!" The dwarf lumbers forward toward the goblin archer. He heaves his maul over his head and moves next to the fence. The weapon cracks hard into the ribs of the green-skinned menace, but it isn't enough to kill it. OOC Move: Yod moves SW, S, S, S Attack: He uses his maul to attack Goblin 4. He hits for 10 points of bludgeoning damage. Edit: If Yod does somehow kill Goblin 4, he will finish his move by going W, W against the building for some cover instead of just standing out in the middle of nowhere like an idiot. To Whom It May Concern . . . Edited May 2 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Maul attack vs. Goblin 4 13 1d20+6 7 Bludgeoning damage 10 2d6+4 1,5 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted May 5 Author Clone Share Posted May 5 (edited) Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 6, Concluded As a bonus action, goblin 4 disengages from Duala and Yod, who just came running down the farm-field to the fence separating her from it. Although she would have no problem attack it through the fence, it will take half her movement to climb over or through it to get to the goblin. The same applies to Yod, who is next to her in the field. After disengaging, the goblin nocks an arrow, takes aim and shoots at Yod (OOC: Initially, I had it attack Duala because I accidentally missed Yod’s post, so to correct that, it would have shot at the burly dwarf that nearly killed it, not the scary lady that just ran up.) before scampering and ducking down behind the big boulder lodged in the grass. Because it already used its bonus action to disengage, it cannot also hide. However, goblin 4 does have +5 to its AC (currently) from three-quarters cover behind that big rock! In its haste to scarper from Duala and Yod, its arrow goes wide, landing harmlessly in the field behind him. Goblin 5 pops out from its hiding place behind the farmhouse and once in view of Ezra, shoots at her. She has a +2 to AC from cover, but it has advantage on the attack because it was hiding. It then returns to its position behind the house and as a bonus action, takes the Hide action: DC 15 to spot it with passive Perception or the Search action. Goblin 5’s arrow /thunks dangerously close to Ezra’s head. Goblin 7 pops up and looses an arrow at Thordin. It has disadvantage on the shot due to long range, and Thordin has a +2 to AC from cover. The arrow flies wide. (OOC: I accidentally forgot to replace “Ezra” with “Thordin” in the dice roller.) The goblin then ducks down and takes the Hide action as a bonus action: DC 14 to spot it with passive Perception or the Search action. Goblin 8 pops up from out of a hiding position, canceling out the disadvantage from long-range, and looses an arrow at Thordin, who has cover. Its arrow also flies wide. It, too, drops back down to hide. However, it yips loudly when it stubs its toe, and you can see the top of its green head bobbing up and down. It’s not hidden. It is about now that you all notice that the bell-ringing has stopped and you can hear the yipping sounds of two goblins exiting the temple. Round 7, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. To spot a creature that is hiding, you must first move into a position to see it, if you are not already in one you must either rely upon your passive Perception score, OR you must take the Search action. If your passive Perception score meets or beats the DC given, then you see it automatically and you can act as normal: its attacks do not have advantage against you, and your attacks do not have disadvantage against it. However, you and only you gain this benefit. If your passive Perception does not meet or beat the hiding creature’s Stealth DC, then you must decide whether or not you will take the Search action on your turn to spot it. Taking the Search action costs you your action in combat and you lose your attack. However, if you do take the Search action, everyone gains the benefit of you spotting the creature. ALSO, you do not need to specify which creature you are Searching for. Any creature whose Hide check result is the same or less than your Search check result is now revealed to you and everyone in your party. This does not mean you necessarily see the creature, but you know their position for whatever reason—sound, smell, whatever. Related to the last bit, above, conversely, line of sight on the map does NOT enable your character to spot a hidden creature. If I say that a creature is hidden, it is hidden, and only your character’s passive Perception or their Search action check can reveal it. Just because you can see its token on the map does not mean your character can see the creature. The creature could be hidden in a tall tuft of grass or behind a bush that is not displayed on the map. Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 3: −5 11 −45% DEAD! Goblin 4: 1 12 8% AC Currently 13 Goblin 5: 7 7 100% AC Currently 13, Hidden (DC 15) Goblin 6: −2 8 −25% DEAD! Goblin 7: 10 10 100% AC Currently 13, Hidden (DC 14) Goblin 8: 12 12 100% AC Currently 13, Unseen, Hidden (DC 23) Goblin 9: 10 10 100% AC Currently 15 Goblin 10: 11 11 100% AC Currently 15 Goblin 11: 12 12 100% AC Currently 15 Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD. Edited May 5 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Goblin 4 Shortbow Attack vs Duala (AC 18); Piercing Damage; Crit 5; 3; 4 1d20+4;1d6+2;1d6 [1]; [1,1]; [1,1,4] Goblin 5 Shortbow Attack vs Ezra (AC 20 (Cover)—Adv); Piercing Damage; Crit 17; 7; 1 keep(2d20,highest,1)+4;1d6+2;1d6 [8,13]; [8,13,5]; [8,13,5,1] Goblin 5 Hide 15 1d20+6 9 Goblin 7 Shortbow Attack vs Ezra (AC 18 (Cover)—Disad (Range)); Piercing Damage; Crit 8; 7; 4 drop(2d20,highest,1)+4;1d6+2;1d6 [18,4]; [18,4,5]; [18,4,5,4] Goblin 7 Hide 14 1d20+6 8 Goblin 8 Shortbow Attack vs Thordin (AC 18 (Cover)); Piercing Damage; Crit 6; 5; 2 1d20+4;1d6+2;1d6 [2]; [2,3]; [2,3,2] Goblin 8 Hide 10 1d20+6 4 Link to comment Share on other sites More sharing options...
Shocker Posted May 5 Clone Share Posted May 5 (edited) Omar Baldul Human Sage Evocation Wizard AC: 11 (14 Mage Armor) | HP: 4/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Omar looks up and sees the two goblins exiting the temple “Two more of those nasty buggers behind us, at least they are not aiming arrows at us.” He calls out to is companions. ”yet” he only adds in his thoughts “We have no cover from them at all here, getting pinned down from two sides is a sure way to get into fatal trouble.” he raises his staff again and fervently prays that he got the hang of it “Pyrofuego” With terror and disgust he sees his magical projectile entirely missing the goblin. Crestfallen he turns to the others “Might I suggest that we focus any long range attacks we have at our disposal at those two in our backs?” OOC Move: upon advice from Council Omar moves to AK 18 and cowers behind the rock Action: cast fire bolt at Goblin 10 To Whom It May Concern . . . @JubalBreakbottle Edited May 5 by Shocker (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt at goblin #10 12 1d20+6 6 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted May 5 Clone Share Posted May 5 (edited) Garon Ammakyl Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 4/4 | LoHYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions Garon stares at the arrow that barely misses Ezra's head. After a moment, he says, "Good idea, Omar. And, you two should take cover behind that obelisk from those new goblins keeping this building between us and the ones that took down Thordin." Garon tries to switch places with the elf and take the corner and the threat. Following Omar's example, he points at one of the new goblins and ignites another bolt of fire from his index finger with the trigger of "Fuego." The blast explodes the goblin's head in spectacularly burning bits. OOC Right hand: Empty Left hand: Shield Use Object - Move to AK20 Action Cast Firebolt if at Goblin 10 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . @Seardon | Edited May 5 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt at Goblin 10 25 1d20+5 20 Fire damage to Goblin 10 12 2d10 8,4 Link to comment Share on other sites More sharing options...
Peacemonger Posted May 6 Clone Share Posted May 6 Duala Half-Orc Gladiator Paladin HP: 7/14 | AC: 18 | HD: 0d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 2/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . It's a tricky situation, and so long as those Goblins are sniping at them, it makes everything a risk. Still, she didn't come up here to become a tailor or basket weaver. Seeing Yod ready to go after his quarry, she gives him a nod and leaps over the fence. She rushes towards the large rock very much out of place, and has her shield up against any arrows coming her way. She sees the two Goblins she had earlier, one now burnt to a crisp, the other still very much in the fight. If she can just strike it down, or at the very least chase it out of cover... OOC Movement: Move to AQ31, hopefully using the rock as cover from the windmill Goblins Action: Dodge Bonus Action: - Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted May 6 Clone Share Posted May 6 (edited) Ezra Dyn'Thalos Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none Shadow Step: 1/2, IC: “My words,” | ‘My thoughts,’| My actions . . . As Garon was about to attempt to swap with Ezra. Ezra instead moved out. "We'll need to keep both flanks protected." She said as she moved along the side of the house to where she could see the goblin that shot at her. She speaks the prayer hoping that the Toll will now be heard with the ringing from the church ceasing. It appears the little goblins are entirely deafened though, paying no mind to the magical Raven's whispering dark demise upon them. Ezra quickly moves back up to the corner of the house, aware of the other two goblins in the windmill. It's not ideal, but she can at least cover a retreat if need be. TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Cast Toll the Dead on Goblin 5. Move Action: Move from AK 20, 20 feet to AO 21, After casting Toll the Dead move 10 feet back up to AM 21. Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 0/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day. Edited May 6 by Seardon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Toll the Dead on Goblin 5 17 1d20-1 18 Link to comment Share on other sites More sharing options...
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